Almighty Game Designer

Chapter 831 Some Optimizations and Modifications

Development on Assassin's Creed: Origins is well underway, and some of the changes to the VR version are largely okay.

As for the loading problem that many people worry about, Chen Mo adopted a relatively compromised design in "Assassin's Creed: Origins".

Assassin's Creed: Origins will be an open world, and it can only be an open world. Because it is impossible to express the entire vast ancient Egypt with linearity, those wonderful side missions are impossible to talk about.

However, the open world will inevitably encounter a problem, that is, how to deal with the loading of resources.

The "Uncharted" level picture has basically excavated the performance of the VR game cabin to the extreme, and this is under the premise that the performance of the VR game cabin can only handle a small part of the scene. If you want to do an open world, you must allow players to choose any route to explore, and it is impossible to plan the player's route in advance.

Therefore, the VR version of "Assassin's Creed: Origins" adopts a seamless map approach, that is, the large map is divided into many small pieces, and when the player reaches a small piece, the surrounding small pieces are preloaded.

However, just this level of "seamless map", which has been done by some other games, still cannot guarantee 100% elimination of loading bars. So, Assassin's Creed: Origins has some other ways.

For example, in some specific area nodes, like "Uncharted Sea", the loading bar is covered by cutscenes or specific actions, and the area resources around the protagonist are quickly read while loading.

The other is to plan the player's main line process more rigorously. At the same time, through artificial intelligence system and big data analysis, infer the player's next travel route according to the player's behavior habits, and preload the resources of the player's next behavioral goal with the task or activity as the direction. .

That is to say, if the system judges that the player has a high probability to complete task A next, it will preload the resources related to task A in advance, so that the player can play more smoothly.

This situation is mainly used in the following scenarios: For example, the player receives a task several hundred meters away, and he happens to have a teleportation point at that location. At this time, most players will choose to teleport there. According to the conventional settings, such a long-distance transmission will inevitably cause loading, but if the system can predict in advance that he will transmit, it can load resources near the teleportation point in advance, thereby eliminating or greatly shortening the loading time. It may only be an eagle A shot flying through the sky completes the loading.

Or, if the player dies while completing the mission, and the resurrection point is a few hundred meters away, loading will also occur at this time. And if the resources of the resurrection point are still saved in the system, the loading time can also be saved.

Through these methods, Assassin's Creed: Origins can eliminate the vast majority of loading, giving players a very coherent gaming experience. At least the first time you play it, most players don't realize that the game is still loading.

Of course, players may also have a whim and want to teleport across thousands of meters to another place, then loading is inevitable at this time. Chen Mo is not a god, and he is powerless to solve this technically unsolvable problem. of.

However, like the original "Assassin's Creed: Origins", Chen Mo has arranged a cool loading space for the player. When the player is loading, he is not looking at the progress bar and can't do anything, but can do anything in the animus Run around in the virtual space of the game, try your own various attack actions, and there will be some virtual dummies for players to practice their hands, so that they will not feel too boring during the long loading process.

In addition, Chen Mo has also made some optimizations for the level and main quest issues of "Assassin's Creed: Origins".

In the original work,

The difficulty setting and the arrangement of the quest line are not particularly reasonable. One of the most significant problems is that many people can feel that the main quest is too loose, and they are a little confused when they are playing, and they don’t know what to do.

Because in the original work, even the medium-level suppression of simple difficulty is very serious. If players leapfrog to challenge monsters, even if their own skills are good, it will be very difficult to fight, because the numerical design is like this.

Therefore, players are faced with a dilemma: if they only do the main quest, because of lack of experience and insufficient level improvement, the demand level of the main quest will soon be much higher than the player's current level, and the task will be very laborious, or even completely stuck.

If the player goes to a place and clears the side quests after clearing the main quest, then the difficulty will be very low, and the experience will be enough, but this will dilute the main story.

Obviously the last mission had just assassinated a member of the ancient orderer, but the next mission was to find a drunken husband or a missing baby, or even retrieve a businessman's stolen horse...

After the side quests are completed, the player looks back and thinks, what should the next main quest do? All forgotten.

This kind of game process mixed with mainline quests and side quests will seriously dilute the mainline process and make many players feel at a loss when playing: what should I do now? The main quest level is not enough, and I don't want to do side quests.

In fact, this kind of level suppression is completely unnecessary. Many players choose simple difficulty just to quickly pass the plot. As a result, this task flow is equivalent to artificially created difficulty.

Also, it's unreasonable from a background setting. Bayek is obviously a well-trained fighter, and he should be fair to anyone, but why does he keep upgrading? It doesn't make sense that you can't beat some powerful enemies without leveling up.

You must know that Bayek is not a fledgling prince, and he can only advance the plot by upgrading along the way.

Therefore, Chen Mo chose to use dynamic levels, and the enemies refreshed in the whole map will be dynamically adjusted according to the player's current level. In this way, players can choose to push only the main line tasks all the way to the customs clearance, and then go back and slowly clear the side line tasks; they can also do the main line and side lines together.

In this way, different players can choose different ways to experience the plot, and they will no longer be bound by levels, so they can better experience the fun of "Egypt Travel Simulator".

And it's more scientific in terms of character design. I, Bayek, are like this. Why should I be hanged by you NPCs at a low level?

Of course, the original upgrade and skill system still needs to be retained, and players will continue to encounter stronger challenges during the game to ensure the strength in the later stages of the game. But the challenge is more technical than numerical.

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